Nothing has changed in regards to my goals for Mercenary's Manual itself, but I am closing this thread, and will no longer be checking it. You may be wondering why. I am continuing to follow through on my plans for v2.03. If all goes well, I have a more convenient location in mind for listing future plans.

If you have a question, suggestion, bug report or etc, please send me a message ingame, or use the contact email given on my pages.

Terms ending with a ? are T/F, where T=1 and F=0. Fully ranked skills and properly built transformation paths are assumed. DarkKnight? and Paladin? are in reference to first-level trans of either. Second-level trans is not accounted for.

Both formulae are for calculating average base damage. To get the real damage, you'd have to multiply by skill multipliers, smash mastery, AGI Multipliers (Lann), etc.

The 6.25 AddlDmg multiplier has been called into question before. The number may be closer to 7. Manna has done some work with this.

Terms ending with a ? are T/F, where T=1 and F=0. Fully ranked skills and properly built transformation paths are assumed. DarkKnight? and Paladin? are in reference to first-level trans of either. Second-level trans is not accounted for.

Both formulae are for calculating average base damage. To get the real damage, you'd have to multiply by skill multipliers, smash mastery, AGI Multipliers (Lann), etc.

The 6.25 AddlDmg multiplier has been called into question before. The number may be closer to 7. Manna has done some work with this.

I'm lost. There's a lot of extra not math things thrown in that make those impossible for me to decipher, sorry.

I just need a set that works on a characters gear stats/skill ranks alone (no status buffs or trans buffs or the like).

Thanks, those are a lot clearer. I hope to get the new window + it's first tab up in the next few days, it will have most any other information that isn't already displayed on the current Armory windows.

I'll keep the note in mind, but for now 6.25 is the believed number, so I will go with that initially. I can quickly adjust it on the page if a more accurate number is found, and on that note can also tidy up all of the raid window's Javascript when I get time tomorrow.

Also, keep in mind that (att-def) doesn't simply floor at 0; it actually changes forms just like the damage taken formula (except this one is still continuous). However, if you are under the boss's def, you will be doing very little damage anyway, so determining the actual formula is currently a low priority.

The usefulness/validity of accounting for ATT SPD is an interesting question. You could argue that it's really useful to know the difference in DPS for stunlock situations, but then the value output for that is misleading because in sandbag, hit delay is a huge factor which can't be easily accounted for.

And in non-sandbag, DPS is not really a useful number, because gear combinations with different ATT SPDs can have entirely different attack combo options.

The only situation where ATT SPD completely applies is during Transformation against a sandbagged target. Kraken's head comes to mind. Hit delay doesn't affect Staff Evie or Kai, but Staff Evie has little business on Kraken's head, and ATT SPD doesn't really apply to Kai's DPS.

It also applies when using Focus Stims, and anyone using Focus Stims is likely also using Fury Stims. Accounting for Fury Stims is simple in code, but very hard to do in one's head. 0.8*DMG(ATT+4010)+0.2*DMG(ATT) =/= DMG(ATT+0.8*4010).

Hit drag does make speed a 'fun' one to figure out, though I hadn't intended an overall dps number that factored speed.

I hadn't even been thinking about hit drag at that point, just that each character is affected differently by higher/lower speeds, and the benefit isn't consistent enough for a number to represent.

I'd have to do a third column on the list of attacks and their damages for that single attack's damage per second, which would require an endless amount of testing for each attack, as well as still not being accurate. What if it's based on whiffing normals and landing the smash, but people decide to land the normals? Things like that make it too much trouble to try to count it.

I figured damage boost from crit, damage average from bal, combined average applying both, and their percent attack speed, with 100% being 0 speed. It separates attack speed from dps on the display, but a lot who stack speed just do it for fun. People who stack it for extra dps will already know how it benefits them, as well as likely having the skill to take advantage of the extra attack turns.

The effect of attack speed can sometimes be much greater than perfect sandbag and sometimes much less. It may not be completely accurate to assume the effect is about equal to the effect in sandbag, but not factoring attack speed into the equation would unfairly make low speed builds look better.

There isn't really a proper way to represent it I'd say. It should be implied that higher speed impacts DPS, but there isn't an easy way to show it through numbers. Some random +1 speed might make the difference between being able to fit in a Bloody Thread instead of a Mark of Death, and that's not really something a formula can account for accurately.

I personally am fine with the number only being close rather than exact, but I don't know of a realistic way to even get to there.

I added a first compare tool to the Armory, though it's a basic one. It was also a test at a drag and drop feature.

It's not an actual component of the Armory and more of a side tool, so it is by default hidden. To open it, right click the black background in the main section of the page, and click Show Weapon Compare.

I wasn't entirely sure how to 'score' the differences on the weapons, so I don't feel very satisfied with the current version of the tool yet.

Any suggestions on adjustments?

EDIT: I have noticed that I forgot to setup a check for whether to use M.ATT or ATT on Weapon Compare.

Right now it only uses ATT. I won't have time to fix this until tonight EST.